00:33:52 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-512-g50a8178 (34) 00:38:34 floraline: how do you measure player count? 00:38:48 do you mean people stopped playing because it was laggy, or the server ran out of memory? 00:39:03 i'm just counting whatever sits in the inprogress directories 00:39:15 i suspect people stopped playing because it was laggy 00:39:23 it did not run out of memory or anything like that 00:39:47 cool. TBH I would be surprised if compilation makes an impact on server responsiveness 00:39:48 that's what the niceness of compilation is meant to prevent 00:40:07 well it could just be unrelated 00:40:14 that's not really what concerns me though 00:40:32 a couple people have said they noticed the game "freezing" and suddenly spewing out their commands all at once 00:40:38 i noticed this myself 00:41:38 i'm not sure if that's because my neighbors are stealing my CPU or if it's just typical network congestion? 00:44:28 i can catch top reporting 2%-3% stolen every few seconds, even with so much idle cpu 00:45:27 2-3% shouldn't be a lot 00:45:35 *shouldn't cause any issues 00:46:10 I have seen the issue you talk about, but it's not clear to me what the cause is 00:46:57 if it's correlated with rebuilds I mean yeah it must be the rebuild. But I would make sure it's not just that's the only time you look for problems. Niced process chewing up idle CPU should (theoretically) have near-zero impact on everything else 00:48:06 i'm not convinced the build caused any problems, it just came to mind 00:48:25 certain parts of ti wil also have I/O load; iotop might be worth looking at, followed by ionice if needed 00:48:39 (the linker can do quite a lot of I/O) 00:49:05 -!- amalloy_ is now known as amalloy 01:05:17 i think i need to migrate the server myself if i want to switch to a dedicated cpu 01:05:27 i'm not too happy with DO's resizing tools 02:00:31 ebering: is there meant to be description of dispersal trap 02:00:36 in x-v 02:26:13 boozy (L15 HOFi) ASSERT(load_mode != LOAD_VISITOR) in 'files.cc' at line 1325 failed. (D:12) 02:43:49 Webtiles server stopped. 02:46:58 that's an ominous crash message 03:30:55 Experimental (known-traps) branch on crawl.kelbi.org updated to: 0.23-a0-452-g832989fd9b 04:12:18 -!- amalloy is now known as amalloy_ 04:52:34 -!- TAS-2012v is now known as TAS_2012v 06:56:47 03gammafunk02 07* 0.23-a0-513-g0b42d88: Update trap descriptions 10(5 minutes ago, 1 file, 10+ 4-) 13https://github.com/crawl/crawl/commit/0b42d886e680 07:02:20 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-513-g0b42d886e6 (34) 09:51:01 are turn 0 traps actually possible? there are are reports of them 09:54:34 !lg * turn<=6 D:4 -log 09:54:36 1. soulfreshner, XL1 DsWn, T:6: https://crawl.project357.org/morgue/soulfreshner/morgue-soulfreshner-20181204-080223.txt 09:55:16 !lg soulfreshner D:4 DsWn -tv 09:55:17 2. soulfreshner, XL1 DsWn, T:6 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 09:55:18 Did you see this? It is the only T:6- death on D:4+; I don't know if it was simply very unlikely in the old traps regime or impossible, but it seemed like it might merit reporting 09:55:26 mm tv is down 09:55:38 it was very unlikely but not impossible with old traps 09:55:42 The dump tells you everything I think 09:56:17 turn 0 shafts should not be possible though 09:56:26 Anyway, thought I'd mention it - it seems a remarkable coincidence that just after the change someone should have the quickest deepest death ever 09:57:15 well by should not be possible I mean I dont think that's good but it does appear to be a side-effect of what I've done 09:57:17 0 | D:1 | You fall through a shaft! 09:57:54 Perhaps the interesting bit is the turn 0 shaft, and the turn 1 shaft and turn 6 splat are just ordinary pisspoor luck 09:58:01 yes 09:58:38 it's too bad you can't shaft between branches 09:58:57 imagine a turn 0 shaft to zot! 09:59:43 oh, I set it so you can't double-shaft without making a move inbetwee shaft 1 and shaft 2 09:59:57 do random trap effects apply when you land from being shafted? 09:59:57 ah 10:00:02 I think that answers my questions 10:00:06 *question 10:00:33 not quite. Random traps get rolled, but if it comes up shaft it doesn't shaft you 10:00:42 so you can get a shaft+alarm or shaft+tele 10:00:52 I see 10:06:56 03ebering02 07* 0.23-a0-514-gdd405ac: Don't roll traps on turn 0 10(83 seconds ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/dd405ac4cc98 10:07:09 there we go 10:07:14 btw another thing I was wondering, does anything happen with no_trap_gen? 10:07:48 the level builder still places random floor traps, and no_trap_gen prevents them 10:07:59 but the decision to roll_traps doesn't check no_trap_gen 10:08:02 ok 10:08:10 I'm not sure that's even available after level build? 10:08:11 yeah, that makes sense from a spoileriness perspective 10:08:53 though I wonder what designs does it impact 10:09:59 mm I think there may be some things to address here 10:10:03 sprints, tutorials 10:12:53 it looks like explore traps should just be flat-out disabled in both of those 10:13:46 if they aren't 10:13:53 in that all sprints seem to currently have no_trap_gen (and some definitely need that, like linesprint) 10:14:13 I don't think they are, at least not explicitly 10:14:40 shaafts are impossible, and I think in sprint and tutoriaal the depth is 1 10:15:22 teleportitis also vetos for sprint 10:15:32 an explicit check should be added 10:17:04 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-514-gdd405ac4cc (34) 10:17:15 I guess those two are the biggest issue for sprints 10:23:59 ossuaries may be another thing to look at 10:25:04 explore traps don't roll in portals 10:25:38 yeah, but what I mean is that most of the existing designs (which one may or may not think of as good) rely on non-visible mechanical traps 10:25:52 rolling up a few of them they seem a bit broken now 10:26:12 it may make sense just to enable explore traps in ossuaries? 10:26:36 that would be the quickest fix to the existing theme 10:26:45 (if you actually want to fix it) 10:27:42 that'd be a weird special case 10:27:55 I'd prefer to look at the ossuary maps and see what can change there 10:28:04 true, but the existing theme is basically undead + hidden traps everywhere 10:28:57 the existing maps were also super spoilery wrt the mechanical traps 10:29:14 yes, that's what I mean by the designs may or may not be good 10:31:48 I think that "tomb-esque layout, undead + traps" can still work with the changes to alarm traps 10:31:57 the mechanical traps become ever more flavour 10:32:01 maybe we can remove them 10:32:47 sry to come up with all this corner-case feedback only after merge :) 10:34:18 I wonder if something could be done in ossuaries with those trap-like things (iirc not implemented as traps) where you step on a button that triggers an effect 10:34:43 so the button is visible but the effect is not 10:34:53 though right now the only two effects I remember may not work 10:35:06 grates, spiders 10:35:51 no worries 10:35:54 hm actually I suspect because those aren't implemented as traps they are still unrevealed? 10:36:07 they are implemented as traps and are revealed 10:36:11 ah ok 11:31:47 I heard back from github on why the audio issue disappeared: their useraccount got flagged as maybe spamming :P 11:32:08 after manual review it was reinstated 11:40:37 ebering huh, weird...did they say any more? the only thing that account has (now at least) is one open issue in one repository 11:43:03 also I wish people would stop posting "pls use a tracker" in that thread 11:46:46 there aren't many classes that are actually afraid of ossuary traps 11:46:51 but there were definitely a few 11:47:40 but i don't think it's meant to be extremely difficult anyway, considering it's a pushover for the majority of classes, so it probably doesn't matter if you remove the arrow traps and stuff 11:48:03 advil: I don't know that much about audio, but I am inclined to agree with the "pls use a tracker" posters even if they are getting annoying 11:48:25 well, ok, I can see the appeal, but that's just not what this offer is 11:48:37 the people offering to do the work have no experience with trackers 11:48:41 that's true 11:49:42 I'm also sometimes a hobby electronic music composer fwiw, that suggestion is basically saying, please do this utterly different thing that you don't know how to do and will lower the odds of this issue ever going anywhere drastically in consequence 11:50:08 I also think it would be a lot harder for us 11:50:28 I have no sense of the relative difficulty of re-mixing and updating between the two approaches 11:50:38 Tiles have had a long term health because just about anyone can edit a png 11:51:04 and there are mature, well developed, easy to use foss applications for doing so 11:52:55 regarding the most recent issue, has anyone put work into that possibility in the past? 11:53:01 i've read https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:translation:implementation but it seems pretty dated 11:56:33 imo there is very little decent foss music software of any kind. audacity is good for audio editing, and vcv rack is good; there are some ok free (but maybe not oss?) synthesizers. Renoise is decent and nearly free, but definitely not oss. Everything else I've tried is terrible, buggy, and light-years behind commercial software. 11:56:53 ebering: please do make sure explore traps are completely disabled in tutorial 12:01:06 advil: dang. well, if that's the state then I'm guessing that everyone who has the skill to contribute has the software also? 12:03:59 ebering: Pretty much. I should say it's definitely possible these days to legally get a good bit of decent software for not too much money. There's a range of decent free synthesizers, and there are a bunch of cheap/available DAWs (anyone with a mac has garage band, reaper is pretty great in many ways and super cheap, + renoise if you want to use a tracker) 12:06:14 so if the format is audio, there's a lot of ways to contribute 12:07:07 rereading the issue, it is framed in a way that would be open to using something like a tracker, so maybe those replies aren't off-topic 12:07:31 I just think they're unrealistic for volunteers who are ableton-based (speaking as someone who is also ableton-based) 12:12:43 03ebering02 07* 0.23-a0-515-g898447a: Better trap-effect sequencing 10(34 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/898447a55350 12:12:57 might help if you chime in saying so 12:13:01 probably 12:13:10 I'm just trying to figure out how to do it in a non-cranky way 12:13:22 mmm 12:13:36 have lunch and then do it 12:13:38 heh 12:13:40 probably wise 12:17:10 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-515-g898447a553 (34) 12:28:25 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-514-gdd405ac (34) 13:37:23 I wonder what other oss games with music do 13:40:36 wow, wesnoth has a lot of effort spent on this 13:44:13 though it's maybe a bit moribund, looks like there was a wave of effort with someone who was the "music director" for a few years, then much less since then 13:46:02 Webtiles server stopped. 13:46:52 Webtiles server stopped. 13:46:53 Webtiles server started. 14:06:13 are players able to download save files off of akrasiac? 14:06:20 no 14:11:14 03ebering02 07* 0.23-a0-516-g0f8c245: Do not include explore traps in sprint and tutorial 10(16 minutes ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/0f8c2457b6c9 14:17:05 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-516-g0f8c2457b6 (34) 16:51:53 -!- amalloy_ is now known as amalloy 17:05:07 ebering: this might be a bit game-y for crawl, but maybe the chance of traps should be reduced after one is activated and have it slowly grow back to normal chance over a few hundred turns 17:06:46 what problem is that solving 17:39:32 getting shafted twice in a row 18:07:14 well, if the chance of getting shafted is so high that you conceivably get shafted twice in a row, manually introducing a cooldown would be a hacky band-aid at best 18:07:25 but maybe not 18:15:07 alexjurkiewicz: i think the laws of probability solve that problem reasonably well: if being shafted is a rare event, being shafted twice in quick succession will be substantially rarer 18:19:57 i might believe something more like "the chance of being shafted should decrease when shafting is more dangerous", eg if you are badly hurt or are already too deep for your XL (i don't love it, but maybe it's okay). based on turns doesn't feel like the right thing to change 18:23:19 Unstable branch on underhound.eu updated to: 0.23-a0-516-g0f8c2457b6 (34) 18:25:34 ah ha! 18:25:35 it worked! 18:26:53 Lasty: hi 18:27:36 hey ebering! 18:27:36 Lasty: You have 1 message. Use !messages to read it. 18:28:28 amalloy: I was thinking about putting a finger on the scales to make the time between trap events more consistent. Similar to what dota does with random numbers https://dota2.gamepedia.com/Random_distribution 18:28:35 Congrats on dev! I know that's pretty delayed. :p 18:28:41 hey, it's you!!! 18:29:24 alexjurkiewicz: I'm not convinced the small chance of double shafting is bad 18:29:47 &versions 18:30:06 CAO: 0.23-a0-514-gdd405ac, CBRO: 0.23-a0-512-g50a8178, CDO: 0.23-a0-494-g91793a9, CKO: 0.23-a0-516-g0f8c2457b6, CPO: 0.23-a0-516-g0f8c245, CUE: 0.23-a0-494-g91793a9df2, CWZ: 0.23-a0-494-g91793a9, CXC: 0.23-a0-512-g50a8178, LLD: 0.23-a0-515-g898447a553 18:30:50 Double-shafting is brutal, but I don't particularly think it's bad, FWIW 18:31:17 as long as its sufficiently rare 18:31:46 I'm not sure if you've been reading the commit log 18:31:56 I haven't -- I've been checked out pretty much entirely this year 18:32:01 Sounds like I should 18:32:17 I merged that trap branch I showed you in the summer (after some revisions and playtesting ofc) 18:32:21 ah, nice! 18:32:30 %git :/'turn zero' 18:32:31 Could not find commit :/'turn zero' (git returned 128) 18:32:35 Finally trap reform! :D 18:32:36 ebering: oh i missed that trap sequencing fix 18:32:39 %git :/{turn zero} 18:32:39 Could not find commit :/{turn zero} (git returned 128) 18:33:01 %git :/turn.zero 18:33:02 07Grunt02 * 0.13-a0-3166-gc239fa7: Remove TURN_ZERO_WIZARD (elliptic, bh). 10(5 years ago, 2 files, 0+ 9-) 13https://github.com/crawl/crawl/commit/c239fa778485 18:33:18 %git :/turn zero 18:33:18 07Grunt02 * 0.13-a0-3166-gc239fa7: Remove TURN_ZERO_WIZARD (elliptic, bh). 10(5 years ago, 2 files, 0+ 9-) 13https://github.com/crawl/crawl/commit/c239fa778485 18:33:22 bah 18:33:22 %git :/turn 0 18:33:22 07ebering02 * 0.23-a0-514-gdd405ac: Don't roll traps on turn 0 10(8 hours ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/dd405ac4cc98 18:33:29 the real problem 18:33:38 ??rebuild 18:33:39 rebuild[1/2]: http://crawl.akrasiac.org/rebuild/ http://underhound.eu:81/rebuild/ http://crawl.berotato.org/crawl/rebuild/ http://crawl.xtahua.com/rebuild/ https://crawl.kelbi.org/rebuild/ Bug gammafunk, advil, |amethyst, or Nap.Kin for CDO. Use your powers wisely. 18:34:12 How ya liking the current state of traps? 18:34:14 CBRO and CXC have known-traaps but not that commit so I'm gonna rebuild 18:34:15 (post-push 18:34:50 a few growing pains (turns out that the dungeon exit gives false on feat_is_stairs!) 18:35:03 hahaha 18:35:10 Those are fun surprises to be sure 18:35:44 hm it seems I don't yet have dgl-admin on cbro 18:35:53 Currently all traps are visible -- are they also all pre-generated (as previously) or did you go with the triggered-by-exploration thing we've discussed? 18:36:10 traps are visible and pre-generated 18:36:19 and then independent from them exploration can trigger trap-like effects 18:36:29 Oh, interesting! 18:36:41 does doing that also place a trap, or just do it as a one-off? 18:37:05 just a one-off 18:38:24 also the teleport effect is the teleportitis one 18:39:23 what happens if a monster steps on dispersal trap outside player view? does it do nothing? blink only that monster? curious minds NEED to know 18:39:38 It triggers normally 18:39:54 doesn't it's normal effect blink all monsters in the player's LOS? 18:40:00 so monsters can blink into view from teleport and dispersal traps? Are they the only two that work out of LOS? 18:40:20 the visible shafts work out of los, but intelligent monsters avoid them 18:40:37 (maybe on a roll) 18:40:56 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-516-g0f8c245 (34) 18:46:26 other big stuff that's going on that your input is welcome on: 18:46:49 gammafunk's doing a lab rework: https://github.com/crawl/crawl/wiki/Labyrinth-Rework 18:47:14 we've been looking at unrands: https://github.com/crawl/crawl/wiki/Unrand-Review 18:47:46 rnrnem: https://github.com/crawl/crawl/pull/916 18:48:41 oo, nice, I'd love to weigh in 18:48:45 thanks for sharing those links! 19:08:19 %git Reveal 19:08:19 Could not find commit Reveal (git returned 128) 19:08:26 %git :/Reveal 19:08:26 07ebering02 * 0.23-a0-495-ged22641: Reveal all traps 10(5 months ago, 27 files, 64+ 221-) 13https://github.com/crawl/crawl/commit/ed226419d297 19:10:32 !kw newtraps vlong>=0.23-a0-495 19:10:34 Defined keyword: newtraps => vlong>=0.23-a0-495 19:12:53 trap channge on crawl.akrasiac.org yet? 19:12:57 ebering 19:13:19 yes 19:13:40 okay time to kill off another formicid 19:16:24 gonna laugh so hard when i dig into an explore trap 19:16:39 please tell me thats 100% possible 19:17:12 if i can dig AND shaft myself in one turn, then formicid is finally a complete species 19:17:26 that's not 19:17:45 only tiles that grant explore piety count for trap rolls 19:17:53 smart 19:18:09 maybe i can do that with serpent lash... don`t have the piety to check yet 19:24:02 !tell gammafunk re: your labs rework, I'm in favor of teleport restrictions. If you want to restrict it without special-casing the area, you could destroy the areas that the player doesn't visit, kinda like the collapsing volcano. In terms of name, I agree that Gauntlet suits the space better. That would also open up the Labyrinth name for some future better-fit area. 19:24:03 Maximum message length is 340 characters, but you had 354. Eschew verbosity, Gladys! 19:24:14 !tell gammafunk re: your labs rework, I'm in favor of teleport restrictions. If you want to restrict it without special-casing the area, you could destroy the areas that the player doesn't visit, kinda like the collapsing volcano. 19:24:15 Lasty: OK, I'll let gammafunk know. 19:24:24 !tell gammafunk In terms of name, I agree that Gauntlet suits the space better. That would also open up the Labyrinth name for some future better-fit area. 19:24:24 Lasty: OK, I'll let gammafunk know. 19:30:30 you could KMAP the entire map as no_tele_into except the entry area 19:33:49 yeah 19:34:09 I suppose all of that leaves it possible to peace out from a dangerous challenge via teleport 19:35:31 the more interesting approach may be to just flat disable teleports 19:37:56 gf and I talked about this last night 19:38:06 I was of the opinion that teleports should take you to the final boss chamber :P 19:38:13 it's spoilery though 19:38:36 yeah, you'd have to warn that somehow 20:45:03 ok if you guys did it with walljump, you can do it with whirlwind. can we (a) whirlwind so i can use my acrobat amulet without attacking when escaping? 20:45:55 was trying to flee some fast monsters and it was annoying to lose the EV when whirlwind was hitting 20:58:38 The new Spriggan's Knife sounds pretty strong, but I like the uniqueness. Confusion is already a great spell, and this makes it significantly stronger. Sceptre of Torment sounds incredibly strong. The new Finisher effect is one people have said encourages repeated fight resets -- do you think that's a concern? 20:58:49 New Robe of Clouds -- aren't storm clouds very, very strong? 20:58:55 Or did that change? 21:03:45 For Morg, scarab on kill sounds like it encourages swapping for the kill, plus the scarab itself fights with the desire to finish monsters and get more scarabs. I like the bigger pain + harm angle. Perhaps something like attacking with Morg has a chance to cast Clutching Hands on the target on a short duration? 21:04:13 Actually I like this better: always casts Borg on attack for the full 3x3 area, but on a very short duration. 21:04:14 robe of clouds makes the clouds around you 21:04:27 suppose you had a version of ring of flames where the clouds did double damage - it would still be a pretty bad spell 21:04:35 ah, 3x3? 21:04:51 it'd be a bad L8 spell, maybe, but a pretty good free activation 21:05:18 ring of flames is level 6 now and still terrible 21:06:28 There's a good chunk of the game where on-demand storm clouds around you would prevent melee monsters from walking up to you, right? 21:07:17 at some point between when I touched monster cloud ai along time ago and now monsters irrational fear of stormclouds is gone, once they get tough enough to not get two-shot they enter 21:07:27 ah 21:07:39 yeah but robe of clouds is an unrandart, so finding it during that part of the game is extraordinarily rare 21:09:04 there's no shortage of unrandart weapons that make melee monsters trivial either 21:09:08 Skin of Zhor pitch: casts Ozo's when you take damage, still with the break-on-move effect. Alternately: has a chance to cast Ozo's Refridge or Metabolic Englaciation on taking damage. 21:09:11 fair point 21:09:23 reverse acrobat 21:09:50 speaking of acrobat, 21:10:07 re spriggan's knife the strongest way to use it is with summons not confusion, since distracting things is a lot easier than confusing them 21:11:09 minmay: good point 21:12:29 Salamander hide: adds sticky flame after damaging an enemy with melee? Reduces mana cost of fire spells? 21:12:59 oh no! is that....L-Lasty??? 21:13:00 gammafunk: You have 2 messages. Use !messages to read them. 21:13:25 gammafunk: I have returned, and as you know that signals the end of days. 21:13:50 * gammafunk opens the Grand Grimoire 21:15:46 I got nothin' for amulet of vitality :p 21:16:34 how about skin of zhor? 21:17:02 ooh, what about a unique unrand amulet of acrobat 21:17:08 not sure what its effect could be 21:19:59 you could give it an active to jump over monsters, but I'm not sure that's good enough to be worth doing. 21:20:22 plus it adds to typical amulet swapping issues 21:20:36 gammafunk: re: Skin of Zhor, I posted a pitch above 21:23:18 DCSS community resurgance inc 21:23:37 oh 21:36:26 ring of vitality: convert AC & EV into bonus hp (probably with some sort of multiplier) 21:56:55 WHOA 21:56:59 oops, wrong channel 21:57:00 sorry 22:07:57 -!- THE_GIAGGOSTUONO is now known as eb 22:14:12 I kind of like the bvc morg idea 22:14:21 well, I'll add it to the list anyway 22:16:24 bvc morg? 22:17:10 Lasty suggested that morg could be bvc on hit 22:17:14 but very short duration 22:18:47 yeah, the trick with low-damage unrands that cast spells is that it's good if they're better than just casting the spell yourself 22:19:32 it probably works better with spells that do their damage in a single hit, too 22:21:43 I'm leaning towards the Labyrinth->Gauntlet rename idea as a bunch of people like that name 22:24:46 rip 22:27:27 rename bailey too 22:27:33 who even knows what that means 22:29:29 hey if kids can learn new words playing pokemon, they can learn words playing crawl too 22:30:07 kids crawl, they don`t play it 22:30:53 i`m willing to learn alot of stuff, just not new words. got tons to keep in mind already 22:31:22 floraline: just name the new portal Cerulean? 22:31:38 my name? isn`t even a typo of twelve, it was a horribly mispelled `dozen` 22:32:14 why we need two words for 12 is beyond me 22:32:55 ob http://www.dozenal.org/ 22:33:41 (also, oddly, I keep relating your nick to Twente) 22:33:49 lol they have a twitter 22:34:13 Daily Dozen: Thu 19 Dec 1201: Dozen has four even divisors: 2, 3, 4, 6. Twice as many as decimal (2, 5). 22:34:29 gonna take a month to wrap my mind around that one 22:35:29 silly number theory tricks will get you nowhere :p 22:37:44 i proudly understand basic algebra + - / & x, but what does this even mean 22:37:50 Daily Dozen: Thu 23 Jul 1201: In dozenal, all powers of 0, 1, 4, and 9 end in the same figure; e.g., 9^n ends in 9. 22:38:35 someone is astounded by that enough to put in in fact form online! 22:46:59 gammafunk: you could set the BVC duration to the time of the weapon swing so that it stays active only as long as you keep swinging 22:50:49 gammafunk: oh hey, with the dig charge reduction, I suggest removing trove_dig, since it's now incredibly bad for characters without shatter 22:53:02 minmay: right, I should take a look at that 22:53:26 I appreciate that bug report, so I'll PM you a nice tentacle image I've been saving 22:53:41 oops, Lasty left 22:54:08 !tell Lasty Yeah, you could do this; I guess you could just cast the spell at very high spellpower so the constriction damage is sufficiently high 22:54:09 gammafunk: OK, I'll let lasty know. 22:54:15 guess it's not the end times after all 22:55:55 We all know that the first return of Lasty was a mere warning heralding the imminent arrival of the End Times 22:56:05 the next return of Lasty shall be the true beginning of the End Times 22:56:52 no, only the lasty times >.> 22:58:14 gammafunk: is there a reason you didn't have the subvaults take transporter linkages as arguments (ok I know you have to pass by editing globals but you know what I mean) 22:59:20 ebering: meaning instead of setting just an integer, you set a string containing the name you want, or something? 22:59:30 I'm not 100% clear on what you're saying, but there are two keys I need 22:59:35 meaning, I have subvault A and subvault B 22:59:57 one for the entry transporter (subvault sets the landing site) and on for the exit transporter (subvault creates the transporter) 22:59:58 and I set a variable for A that's "transporter destination marker" and for B that's "transporter source marker" 23:00:04 so that A gets linked to B directly 23:00:30 oh, so that vault A transports into subvault B? 23:00:35 s/vault A/subvault A/ 23:00:36 yea 23:00:42 right, I don't want to link them for my maps 23:00:56 well, at least for one of them I don't 23:01:05 since you're presented with two options 23:01:11 the branching map specifically 23:01:22 also there's the issue of visibility with 9x9 maps 23:02:07 I need space in between already so that you can see inside, although it's probably the case for the two maps aside from branching that there's enough space for the player to see in from the exposed sides 23:02:45 part of the issue is how do you make subvaults that the player can always see all of when they're larger than los size and you can't assume too much about the features inside 23:02:53 so my solution was to try to make at least three sides always visible from the main map 23:03:16 but there are some other ways to address that, like more use of transparent stone inside the subvaults, for instance 23:03:57 or even the rework to make them 7x7 with a little divet at the top of the map so that that internal area is 100% in-range of LOS from standing in that divet at the top 23:04:46 but I guess the answer to your question is that I was always planning to have about 3 sides be visible to the player from outside the map and at least some maps needed to present a choice anyhow, so I had no desire to chain them 23:05:32 I have a local branch making the subvaults 7x7 but some of them don't work too well at that size if you transport into the center; it's something I'm going to keep playing with though 23:05:54 however I think you could fairly easilly make code to chain the subvaults together 23:06:38 really the subvaults don't care at all what other map sets the entrance transporter and the exit transporter landing site 23:06:53 the only thing they need is for whatever map is setting those, that they use the same key that the subvault is trying to use 23:08:03 so if you want to chain vaults together, it shouldn't be too hard to make a transporter setup function to do this 23:08:16 hrm, I think it's basically a case where you tell the main map setup function "don't set up any transporters yourself" 23:08:56 so you would pass in nil strings for that main map setup function and it just wouldn't set up the transporters at all, leaving that entirely to the subvaults 23:09:55 which would then do their usual transporter setup; the only thing extra they'd have to do is create the entry transporter in their setup function and have space for this in their subvault, I think 23:10:07 anyhow if any of that is unclear or if you have further trouble, let me know 23:11:53 That seems clear enough 23:13:44 oh, I guess you'd have them only create on pair of transporter features; the entry transporter and entry transporter landing site 23:14:07 and it would leave the exit transporter feature to the next vault 23:14:25 the hexagon concept of iterated (go fight the boss/bail) choices seems like it will work better with adjacent hexagons without the closets 23:14:41 there's orientation issues to make sure that the panels land correctly but that seems doable 23:14:46 yeah, I think you just need to make sure your vaults are fully visible 23:15:00 Yeah, I have a walkway that goes around the outside 23:15:06 right, that should do it 23:15:30 are they going to be like 9x9 bounding box size? 23:16:03 I guess you probably have to have them at least that large if they're hexagons 23:16:15 since if the bounding box was 7x7 the internal area would be too small 23:16:24 currently 8x8, internally 23:16:39 right, so larger than los 23:16:49 yeah, walkway partly around sounds like the way to go 23:16:57 if it's only from one side you have to be aware of that 23:17:12 but as long as they can see towards the back it should be ok at least 23:17:19 back meaning where the next transporter is 23:41:49 from the walkway they might not be able to see the back 23:41:57 but if they walk the walkway, once in a cell they can see the remainder 23:42:17 of adjacent ones 23:42:18 that is 23:45:39 !lm . HoGl orb -tv:<3 23:45:44 1. ebering, XL27 HOGl, T:62075 (milestone) requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 23:45:54 rip tv 23:56:19 -!- isha is now known as werekitten 23:56:35 -!- werekitten is now known as isha